This rule set combines the Playtest Pack, the Beyond Manixo rules
supplement, and all of the other rules I have written to date.
If you see
a strange system on a Joshadan Galaxy ship that is not in the SFB
Basic
Set, SFB Module C1, or this document, look in Donald Miller's Great
Encyclopedia of Systems at:
http://www.smileylich.com/sfb/rules/ges0x/ges0xA.html
This document does not have all of the rules numbered yet.
...Here we go!
[Back to the Rules section]
[On to the SSD section]
--------------------------------------------------------------------------
ATJG0.0 - GENERAL INFORMATION
-----------------------------
(ATJG1.0) The Joshadan Galaxy was developed over the course of a
year or so
by Josh, Andrew, and myself. Eventually, I began attempting
to put the
ships and technology of the Joshadan Galaxy (as it came to be called)
into
a format that was playable with the board game 'Star Fleet Battles'.
This
playtest pack represents only a fraction of what we plan to do
here.
BTJG0.0 - HOW TO PLAY
---------------------
MEGA-BOXES
The Light Of Doom SSD (and possibly others in the future) have
small
diagonal marks on the corner of each box. These are "mega-boxes",
each
representing 10 normal boxes. For every volley of damage
that strikes a
mega-box ship, divide by 10 and drop all fractions to find the
number of
mega-boxes destroyed. For example, if a ship takes 23 normal
damage, you
would mark only 2 mega-boxes destroyed.
Ships in mega-box scale have all of their damage amounts divided
by 10
already, so you don't have to adjust if two mega-box ships are
firing on
each other. Their power systems are also divided by 10.
(Adapted from Donald Miller's Frequently Asked Questions page.
Donald
Miller invented mega-boxes for his advanced-technology '3X-ships'.)
SHORTHAND ENERGY COSTS
Energy costs can be given in the following format: Turn1-Turn2-Turn3
(Hold).
CTJG0.0 - MOVEMENT
------------------
(CTJG1.0) BOLTING
This function allows a nimble ship, a ship of size class 4 or smaller,
or a
Rutan ship with Rutan Engine Doubling (HTJG1.0) in effect, to move
several
hexes during one impulse.
(CTJG1.1) ENERGY: To bolt, the ship must pay the energy cost needed
to move
the desired number of hexes, plus an extra two energy units.
(CTJG1.2) PROCEDURE: Having paid the extra energy, a bolting ship
does the
following:
(CTJG1.21) Moves the desired number of hexes without turning.
(CTJG1.22) Remains motionless on the following impulse. (The 'stopping'
impulse.)
(CTJG1.23) Resumes traveling at normal speed on the impulse following
the
'stopping' impulse.
(CTJG1.3) Bolting ships cannot be fired at while bolting.
(CTJG1.4) EFFECT OF RUTAN ENGINE DOUBLING (HTJG1.0) Rutan ships
must have
Rutan Engine Doubling in effect in order to bolt. Rutan ships
with Rutan
Engine Doubling in effect can bolt up to four times during that
turn.
ABILITY TO BOLT
A given ship may have "Ability to Bolt (a number of) Hexes" written
on its
Data Table. This indicates that the ship can bolt this number
of hexes
twice per turn. Normal restrictions apply.
See rule (CTJG1.0).
DTJG0.0 - COMBAT
----------------
(DTJG1.0) RUTAN BLOSSOM
This combines the effect of a high-energy turn with an alpha strike.
(DTJG1.1) RESTRICTIONS:
(DTJG1.11) A Rutan ship may only blossom once per turn, on any
given
impulse.
(DTJG1.12) A blossom takes the place of regular movement over the
course of
an impulse.
(DTJG1.13) Weapons fired at a Rutan ship during a blossom impulse
scatter
equal damage over all six shields.
(DTJG1.14) After a blossom impulse, the Rutan ship cannot fire
weapons
until the next turn.
(DTJG1.15) Rutan ships cannot use Rutan Engine Doubling after a
blossom
until the next turn.
(DTJG1.16) After a blossom, Rutan ships cannot bolt for 8 impulses.
(DTJG1.2) PROCEDURE: During a blossom, all weapons, regardless
of arc, fire
once toward a selected target.
(DTJG1.3) ENERGY: On a blossom impulse, the Rutan ship must pay
an energy
cost equal to:
(DTJG1.31) the energy needed to fire all weapons once.
(DTJG1.32) the energy needed to move six hexes.
CAPTURING THE LIGHT OF DOOM
The Light Of Doom may be captured by overcoming its Autodefense
Device and
gaining control of its Targeting Computer, which takes three 'casualty
points' to do.
See the rules on Targeting Computers and Autodefense Devices in
the G
(Systems) section of this document.
See rule (D7.0) in the Star Fleet Battles Basic Set for rules on
boarding
parties.
BOARDING ROBOTS
These are used by the Computer Empire of Manixo, Karrona, and Surpran
(RTJG5.0). Treat these as Boarding Parties.
See rule (D7.0) in the Star Fleet Battles Basic Set for rules on
boarding
parties.
ERREVIN CRITICAL HITS
For all Errevin ships carrying Antimatter Torpedoes, make the following
adjustments to the rules for Critical Hits:
Instead of 2 six-sided dice, roll 1 twelve-sided die and add this
to the
Critical Hits Chart in (D8.2):
Die roll "1" = Torpedo containment is lost in one Cargo space.
Ship takes
damage equal to 3/4 of the maximum damage caused by each torpedo
in the box
(round fractions up).
See rule (D8.0) in the Star Fleet Battles Basic Set for rules on
critical
hits.
ETJG0.0 - DIRECT-FIRE WEAPONS
-----------------------------
(ETJG1.0) ANTIMATTER TORPEDO (AMT)
(ETJG1.1) Launcher Types
(ETJG1.11) Normal Launcher
(ETJG1.111) One AMT of any type may be loaded onto each normal
launcher per
turn from either a cargo box or an AMMD (GTJG3.0).
(ETJG1.112) At the start of a scenario, the AMT launchers are already
preloaded with normal AMT's.
(ETJG1.12) Fast AMT Launcher (AMT-F)
(ETJG1.121) This type of launcher is mounted on 'fast torpedo ships'.
One
torpedo may be loaded onto it for normal energy costs on every
second
impulse.
(ETJG1.2) Torpedo Types
(ETJG1.21) Normal AMT
(ETJG1.211) LOADING: A normal AMT costs 1/2 point of power to load.
(ETJG1.212) HOLDING: A normal AMT costs no power to hold.
(ETJG1.213) EFFECT: The effect of a normal Antimatter Torpedo is
determined
on the AMT Table found on the SSD's of AMT-armed ships and below:
ANTIMATTER TORPEDO TABLE
RANGE 0-3 4-5 6-8 9-14 15-25
26-40 41+
HIT 1-5 1-5 1-4 1-3
1-2 1 MISS
DAMAGE 8 7 6
6 5 5
0
(ETJG1.22) Heavy AMT
(ETJG1.221) LOADING: A heavy AMT costs 1 point of power to load.
(ETJG1.222) HOLDING: A heavy AMT costs 1/2 point of power to hold.
(ETJG1.223) EFFECT: The effect of a heavy Antimatter Torpedo is
determined
on the AMT Table found on the SSD's of AMT-armed ships and below:
ANTIMATTER TORPEDO TABLE (HEAVY VARIANT)
RANGE 0-3 4-6 7-10 11-15 16-27 28-50 51-70
71+
HIT 1-5 1-5 1-4
1-4 1-3 1-2 1 MISS
DAMAGE 12 11 11
10 10 9
9 0
(ETJG1.23) Early AMT: Used during the Early period (on the Errevin
YCL).
(ETJG1.231) LOADING: An Early AMT costs 1/2 point of power to load.
(ETJG1.232) HOLDING: An Early AMT costs no power to hold.
(ETJG1.233) EFFECT: The effect of an early Antimatter Torpedo is
determined
on the AMT Table found on the SSD's of AMT-armed ships and below:
EARLY ANTIMATTER TORPEDO TABLE
RANGE 0-2 3-4 5-6 7-10 10-15 16-20 21+
HIT 1-5 1-5 1-4 1-4 1-3
1 MISS
DAMAGE 6 5 5 4
4 3 0
(ETJG1.3) LOADING RESTRICTIONS:
Both normal and heavy AMTs may be loaded onto any type of launcher.
(ETJG1.31) Early AMT's may only be loaded onto a Normal launcher.
(ETJG1.4) CARGO CAPACITY: One Cargo box can hold 4 AMT's of any
type.
Cargo boxes preloaded with AMT's have a small "T" marked in them.
(ETJG1.5) AMMUNITION TRACK: On the SSD's of AMT-armed ships, there
is an
AMT ammunition track, which is used like the Drone Rack ammunition
track.
It shows the capacity of the ship's launchers, cargo spaces, and
AMMDs
(GTJG3.0).
(ETJG1.4) DESTRUCTION: Antimatter Torpedo launchers are destroyed
on 'Torp'
hits.
ANTIMATTER TORPEDOES REVISED AND EXPANDED
This section comprises several new rules for Antimatter Torpedoes
(ETJG1.0).
Note: Antimatter Torpedoes always use the true range; never the
effective
range.
NEW MODES: Antimatter Torpedoes now have three distinct 'modes'
to arm and
fire in. Such modes must be selected while loading the torpedo
into the
launch tube. Torpedoes can now either be set to explode and
damage shields
or react with the hull of a target and cause internal damage.
SHIELD MODE
This mode sets the torpedo to explode upon reaching the target.
Does 3/4
of normal damage against shields, and half the normal damage on
internals.
INTERNAL MODE
Torpedoes fired in this mode have no effect on shields and cannot
penetrate
shields. Does standard damage but can only do internals.
KINETIC MODE
In Kinetic Mode, instead of damage lessening over range due to
'burning
off' of the antimatter, maximum damage is kept and the to-hit chance
lessens over range due to slowing down of the torpedo.
Therefore, the amount of damage caused by a torpedo is treated
as if the
target was at range 0 (maximum damage), and 1 is added to the die
roll if
the true range is greater than 3.
NEW OPTIONS:
BALLISTIC FIRING
In Ballistic Mode, the torpedo can be rigged with any of the above
modes
(Shield, Internal, Kinetic) and targeted on a specific hex or in
a specific
direction. Such torpedoes are represented by counters and
move two hexes
per impulse. Any unit of size class 4 or larger that crosses
the torpedo's
path runs the risk of being hit by the torpedo.
Use the range the torpedo has travelled as the range to be looked
up on the
Antimatter Torpedo Table, then proceed as if the torpedo were direct-fire.
If a Miss occurs, the torpedo will keep going. Such torpedoes
can be
destroyed by 2 points of damage, generating an explosion with strength
equal to the damage caused at that range.
BLANK TORPEDOES
Empty torpedo casings can be created in an AMMD for 1 point of
power.
These may be used as buoys (see Torpedoes As Mines) or to transport
cargo
(in which case it can be tractored and picked up by another ship).
Also, empty torpedo casings may be loaded into one or more AMT
launch tubes
and fired normally. These do no damage. A player who
fires an empty
torpedo casing during the Fire Direct-Fire Weapons step of an impulse
does
not reveal it until the Resolve Direct-Fire Weapons step.
TORPEDOES AS MINES
Antimatter torpedoes can be rolled out of their launch tubes and
used as
mines. These are represented by counters. When a unit
of size class 4 or
larger moves into the torpedo's hex, the situation is treated as
if
something had fired that torpedo toward that unit at range 0.
Mine-torpedoes can be rigged with any of the above modes.
They do not
discriminate between friendly and hostile units. An empty
casing may be
used in this way as a buoy.
STORAGE RULE MODIFICATIONS
A Cargo box can now hold 9 torpedoes of any type. If a Cargo
box
containing AMT's is destroyed, the ship carrying the torpedoes
now takes
internal damage equal to 3/4 of the maximum damage of all the torpedoes
in
the box (round fractions up).
CONVERSION OF OTHER SYSTEMS
Both Photon Torpedoes and Plasma Torpedoes can be converted into
Antimatter
Torpedo launchers between scenarios using the same procedure necessary
to
repair the system if it was damaged. Hull spaces or Auxiliary
Warp
Reactors can be converted into AMMDs using the same procedure.
Such
systems can of course be converted back. Only allies of the
Errevins or
players that have recently captured an Errevin ship can do this.
(ETJG2.0) ERREVIN PARTICLE BEAM (EPB, PB)
(ETJG2.1) FIRING RATE: Arms and fires once per turn.
(ETJG2.2) ARMING: It takes 3 units of warp energy to arm this weapon.
(ETJG2.21) BEAM STRENGTHENING: 1/2 point of energy may be added
to increase
the damage scored upon firing by 1. This effect is cumulative
(i.e., 1
point of energy increases the damage by 2, 1 1/2 points of energy
increases
the damage by 3, etc.)
(ETJG2.3) EFFECT: The effect of an Errevin Particle Beam is determined
on
the Particle Beam Table found on the SSD's of Particle Beam-armed
ships and
below:
ERREVIN PARTICLE BEAM TABLE
RANGE 1-4 5-7 8-10 11-14 15-18 19-21 22-25
DAMAGE 7 6 5
4 3 2
1
(ETJG3.0) DESTRUCTION: Errevin Particle Beams are destroyed on 'drone'
hits.
PHASER-1G and PHASER-D
The Phaser-1G is a Gatling version of the Phaser-1. It costs
2 points of
power to use and fires 4 times per turn.
The Phaser-D is a semi-Gatling version of the Phaser-2. It
costs 2 points
of power to use and fires 3 times per turn.
THE LIGHT OF DOOM: BEAM CANNON
DESIGNATION: Each "Beam Cannon" box on the SSD represents one Beam
Cannon.
Each is armed and fired seperately. These come in groups
of five. Beam
Cannon boxes are destroyed on "Phaser" hits.
ARMING PROCEDURE:
PROCEDURE: The Beam Cannons are fired by the following procedure.
20 units
of energy are allocated for each cannon to be fired.
SOURCE: Energy to fire Beam Cannons can come from any source.
FIRING: Beam Cannons are fired during the Direct-Fire Weapons stage
of the
Impulse Procedure.
RATE: A given Beam Cannon may not be fired more than twice per
turn. Each
shot must not be within 1/4 turn (8 impulses) of the last.
HOLDING: An armed Beam Cannon charge can be held from one turn
to the next
by allocating 10 units of power to the cannon.
FIRING PROCEDURE
PROCEDURE: Beam Cannons come in groups of five and can destroy
units in
their firing range. To do this, the following procedure is
followed:
Subtract the size class of the unit to be destroyed from the number
of Beam
Cannons in the array (5). The resulting number is the number
of Beam
Cannon boxes that must be discharged to destroy all the objects
in the
firing range which are of that size class or smaller.
All Beam Cannons on a unit fire into the hex row directly ahead
of the
firing unit unless otherwise noted.
RANGE: Beam Cannons have a maximum range of 10.
RANGE EFFECTS: At range 10, the Beam Cannon can either hit or miss.
When
an attempt to fire the Beam Cannon at a unit at range 10 is being
made, a
die is rolled. On a die roll of 1-3, the attempt is successful.
On a die
roll of 4-6, the attempt fails and the Beam Cannon's effects only
affect
units at ranges of 9 or lower.
EFFECT ON JOSHADAN BUBBLE SHIELDS: A ship with an operating Bubble
Shield
can resist the effects of Beam Cannon fire. A Beam Cannon
can hit such a
ship no more than twice per operating Bubble Shield. After
the second hit,
the Bubble Shield is knocked down and must be recharged.
EFFECT ON DIFFERENT SIZE CLASSES: A ship fired at with Beam Cannons
of a
size class larger than that which the Beam Cannon pulse is set
for takes (S
x 50 x (1.25 x (G - 1))) damage, where S is the size class of the
target
ship, and G is the difference between the size of the Beam Cannon
pulse and
the size class of the larger ship. A ship fired at with Beam
Cannons of a
smaller size than that which the Beam Cannon pulse is set for
POINT DEFENSE MODE: A given Beam Cannon box may be fired in 'point
defense
mode' up to 10 times per turn. Boxes firing in point defense
mode cannot
fire in the normal mode and resolve as type-1 Phasers, except that
their
damage amount is multiplied by 2.5 (round fractions up).
PHASER/ENERGY BEAM (PEB)
This is a relatively new weapon used by the Joshadans.
PROCEDURE: Fires once per turn. Energy Cost = 2. Does
twice the damage of
a Phaser-2. Treat as a Phaser in other respects.
Destroyed on "Drone" hits.
JOSHADAN STUN BEAMS
This weapon stuns crew units instead of causing actual damage.
Select Short Range or Long Range Mode.
The energy cost for Short Range Mode is 2; the energy cost for
Long Range
Mode is 4.
This energy goes into the Phaser Capacitors.
When firing, roll one die and find the 'damage' done as you would
do for a
phaser. That number of crew units is stunned for 2 turns
in Short Range
Mode, and 3 turns in Long Range Mode.
Destroyed on: Phaser. Availability: Joshadan, Errevin.
BPV: 3
ANTIMATTER GUN (AMG)
This weapon is sort of a cross between an AMT, a Drone, and an
ADD. It is
a Direct-Fire weapon.
Each launcher carries six spaces of antimatter projectiles, with
2 reloads.
Fires 3 times per turn and uses the following table (Six-sided die roll):
ANTIMATTER GUN TABLE
RANGE 0 1 2 3 4 5 6
HIT# 6 6 5 5 4 4 3
DMG 3 3 3 3 2 2 1
Energy Cost: 0. Destroyed on: Drone. Availability: Kalkli. BPV: 4
BOLT GUN
The same idea as a Disruptor, only weaker.
Fires 1/turn. Max Range: 15. Uses the following table:
(1d6)
BOLT GUN TABLE
RANGE 1 2-3 4-5 6-8
9-12 13-15
HIT 1-5 1-4 1-4 1-3
1-2 1
DAMAGE 4 3 2
2 1 1
Energy Cost: 1. Destroyed on: Torp. Availability: Early
Joshadan, Early
Rutan. BPV: 3.
FTJG0.0 - SEEKING WEAPONS
-------------------------
ALP FIREBALL TORPEDO (FBT)
These are somewhere between Drones, Plasmas, and Antimatter Torpedoes.
Arming cost: 3-2 (2).
When launched, they will pursue (F2.0) their target until they
get to range
1.
When they are at range 1 of their target, they will explode.
Damage is
calculated by the following procedure:
ALL Units at range 0 1 2 3
4 5 of the exploding torpedo
take
15 10 7 4 2 0 damage.
These weapons can be targeted on ships, bases, drones, and monsters,
but
not plasma torpedoes. They do a 'splash' effect of half the
damage (round
up) striking the two adjacent shields. They can be stopped
with the Drone
and Plasma functions of both J-Sen and J-Scan.
Destroyed on "Torp" hits.
GTJG0.0 - SYSTEMS
-----------------
(GTJG1.0) HOLO-LASER
(GTJG1.1) BACKGROUND: The Hololaser was developed by the Joshadans.
The
Hololaser produces a burst of self-cohesive energy that can either
hit or
miss the target. If it hits, it does immediate damage.
If it misses, the
self-cohesive energy stays in the target's hex like a mine until
struck by
a passing unit.
(GTJG1.2) CHARGING: A Hololaser takes 1 point of power to charge.
An
overloaded Hololaser takes 1+1/2 points of power to charge.
(GTJG1.3) FIRING RATE: A Hololaser fires once per turn.
(GTJG1.4) EFFECT: The effect of a Hololaser is judged on the Holo-Laser
table found on the SSD's of Hololaser-armed ships and below.
The tables
use two dice. If the die roll is less than or equal to the
Hit number, the
weapon hits.
HOLO-LASER TABLE
RANGE 0 1-3 4-6 7-10 11-15 15-17 18-20
21+
HIT# NA 10 9 8
7 6 5 4
DAMAGE NA 10 9 9
8 8 7 7
O/L DMG NA 20 18 18 16
16 14 14
SHUTTLE HOLO-LASER TABLE
RANGE 0 1-3 4-6 7-10 11-15
HIT# NA 10 9 8
7
DAMAGE NA 6 5 4
3
(GTJG2.0) DESTRUCTION: Holo-Lasers are destroyed on "drone" hits.
(GTJG3.0) ANTIMATTER TORPEDO MANUFACTURING DEVICE (AMMD)
This system manufactures Antimatter Torpedoes.
(GTJG3.1) NORMAL AMT CONSTRUCTION: For every 2 points of power allocated
to
a given AMMD box, 1 normal AMT may be made per turn per box.
The player
should mark a "B" or some other convenient mark in the AMMD box
to indicate
that an AMT is under construction.
(GTJG3.2) HEAVY AMT CONTRUCTION: For every 3 points of power allocated
to a
given AMMD box, 1 heavy AMT may be made per turn per box.
The player
should mark an "H" (or some other convenient mark) in the AMMD
box to
indicate that a heavy AMT is under construction.
(GTJG3.4) STORAGE: At the end of the manufacturing turn, the torpedo
is
transferred to a Cargo box.
(GTJG3.41) A Cargo box can hold 4 AMT's of any type.
(GTJG3.42) DESTRUCTION AND EXTRA DAMAGE: AMMD's are destroyed on
"Lab"
hits.
(GTJG3.43) If a Cargo box containing AMT's is destroyed, add 2
points of
extra damage to the destroying volley. This effect is cumulative.
(GTJG5.0) DEFLECTOR SHIELD
(GTJG5.1) This shield deflects energy from direct-fire weapons
back at the
firing ship.
(GTJG5.2) ENERGY: Costs 2 energy units to activate.
(GTJG5.3) DURATION: Stays activated for 1 turn.
(GTJG5.4) DESTRUCTION: This shield generator is destroyed on "Sensor"
hits.
(GTJG5.5) PROCEDURE: The procedure for whatever weapon struck the
Deflector
Shield is done over again with the firing ship as the new target,
except
with the Range multiplied by 2.
(GTJG5.6) EFFECT OF OTHER WEAPONS
(GTJG5.61) DRONES: Deflector Shields cause drones to self-destruct
upon
impact. The Deflector Shield-equipped ship suffers no damage.
(GTJG5.62) PLASMA TORPEDOES: Deflector shields cause plasma torpedoes
to
disintegrate upon impact. The Deflector Shield itself is
knocked down by a
plasma warhead strength of 10 or more. The Deflector Shield-equipped
ship
suffers no damage.
(GTJG5.63) ESGs: Deflector Shields cause ESG damage to be reflected
back
onto the ESG-armed ship. The Deflector Shield itself is knocked
down by an
impact with an ESG of radius 1 or less. The Deflector Shield-equipped
ship
suffers no damage.
(GTJG6.0) BUBBLE SHIELD
(GTJG6.1) This creates a short-lived impenetrable shield.
(GTJG6.2) ENERGY: Costs 1 energy unit to activate.
(GTJG6.3) DURATION: Stays activated for 1 turn.
(GTJG6.4) DESTRUCTION: This shield generator is destroyed on "Sensor"
hits.
(GTJG7.0) STEEL SHIELD
(GTJG7.1) Creates an extra shield around a ship. This extra
shield is
shown on the SSDs of Steel Shield-equipped ships.
(GTJG7.2) ENERGY: Costs 1 energy unit to activate.
(GTJG7.3) DURATION: Stays activated for 2 turns.
(GTJG7.4) DESTRUCTION: This shield generator is destroyed on "Sensor"
hits.
(GTJG8.0) YAKA BOXES
(GTJG8.1) YAKA boxes represent shipboard restaurants.
(GTJG8.2) YAKA boxes are destroyed on "Flag Bridge" hits.
ADVANCED HOLO-LASER (AHL)
Advanced Holo-Lasers work just like the Holo-Lasers found in (GTJG1.0)
except for the following:
They have their Hit number raised by 1.
They do 50% more damage. Both of these items are reflected
on their chart.
They take 2 points of power to charge for 1 turn. They are
not overloaded,
but 'boosted' like a Particle Beam in (ETJG2.21). Every extra
1/4 point of
power applied while charging raises the damage rating by 2.
PHASER SPHERE (PHS)
The Joshadan version of an ESG. Certain Joshadan ships can
project these
from special emitters on their hulls.
Energy Cost = 4-2. Can be held via rolling delay.
When activated, all units at range 1 take damage equal to that
of a
Phaser-2 at range 1 on the shield facing the projecting ship.
(It is as if
a Phaser-2 is being fired at all ships at that range.)
After the projecting ship has taken 5 damage, all units at range
2 take
damage as above.
Continue with this process until the sphere reaches range 6, when
the
effect shuts down.
Destroyed on "Auxiliary Control" hits.
JOSHADAN GALAXY SPECIAL SENSORS (SEN, J-SEN)
INTERFERENCE FUNCTION: This system can make a given ship add 1
to all its
weapon rolls. Only 2 Special Sensor boxes may be used on
a given target in
this way.
INFORMATION FUNCTION: This system can act as 5 Lab boxes with 2
subtracted
from their range. Special Sensors used in this way have their
information
resolved seperately from regular Labs and Special Scanners.
DRONE FUNCTION: This system can have a 50% chance of stopping enemy
Drones.
- For 3 points of power, all of the above functions can be used.
For 2
points of power, all of the above except the Interference Function
can be
used. For 1 point of power, only the Drone function can be
used.
Destroyed on "Torp" hits.
JOSHADAN GALAXY SPECIAL SCANNERS (SCAN, J-SCAN)
HONE FUNCTION: This system can make the ship it is carried on subtract
1
from all of its weapon rolls. Only 2 Special Scanner boxes
may be used in
this way.
INFORMATION FUNCTION: This system can act as 10 Lab boxes with
3 subtracted
from their range. Special Scanners used in this way have
their information
resolved seperately from regular Labs and Special Sensors.
PLASMA FUNCTION: This system can have a 50% of stopping enemy Plasma
Torpedoes.
- For 3 points of power, all of the above functions can be used.
For 2
points of power, all of the above except the Hone Function can
be used.
For 1 point of power, only the Plasma function can be used.
Destroyed on "Drone" hits.
ALP OVERRIDE AND CONTROL DEVICE (OCD)
This is an ALP system that can take control of seeking weapons
and/or
interfere with the computer systems of enemy ships.
A given OCD box may only use two of the functions listed below:
1. A given OCD box can take control of Drones for an energy
cost equal to
(R x 1.5) where R is the Drone's range.
2. A given OCD box can take control of Plasmas for an energy
cost equal
to (R x 2) where R is the Plasma's range.
3. A given OCD box can make an enemy ship add 2 to its lock-on
rolls for
an energy cost equal to (R - S + 2) where
R is the range of the ship
and S is the size class of the ship.
This effect is cumulative.
4. A given OCD box can make an enemy ship add 2 to all its
weapon rolls
for an energy cost equal to (R - (S x
1.5)) where the values of R and
S are as above. This effect is cumulative.
5. When an enemy ship decides to turn, an OCD box can make
it turn in the
opposite direction to the direction intended.
To accomplish this, a
die is rolled. If the result is
"6" or greater, this has ocurred. An
ALP ship can expend energy to increase
the number rolled as follows:
Every 2 points of energy put into the
OCD box will increase the die
roll by 1. This is cumulative.
6. OCD boxes can, for energy equal to (E + R / 2), make
weapons on any
other ship fire at any vessel, even one
that is allied to the ship
firing weapons. E is the energy
cost of the weapon being fired and R
is the range to the other ship (round
fractions up).
Destroyed on "Auxiliary Control" hits.
RUTAN OPTIONAL SYSTEMS (OPT, NWO)
Some Rutan ships have boxes marked "OPT" or "NWO" on their SSDs.
These are
'Option Mounts'. OPT can house either weapons or general
systems; NWO can
only house general systems. Add the Cost of each system to
the ship's
BPV. Players are expected to use reasonable selection for
their Optional
Systems. (If no one does, give the ship an allowance to spend
on its
option mounts equal to 1/10 of the ship's BPV.)
SEE THE LIST OF SYSTEMS AVAILABLE FOR RUTAN OPTION MOUNTS.
See also (G15.4).
THE LIGHT OF DOOM - SPECIAL RULES
These rules dictate what the Light Of Doom's targeting computer
does.
When a unit of size class 5 or larger comes within 15 hexes, the
Light of
Doom will rotate (1 hex-side per impulse) to face the target.
When that unit comes within 10 hexes, the Light Of Doom will wait
for 1/8
turn (4 impulses). If the unit comes closer during that time,
the Light
will fire its Beam Cannons.
If the unit does not come closer, but remains within 10 hexes until
the end
of the 4-impulse period, the Light will fire.
If the unit is greater than 15 hexes away, targeting lock is lost
and the
Light stops rotating.
The Light will respond to a shuttle or at least 5 drones as a worthy
target.
COMPUTER UNITS
Onboard computers for Computer-Empire ships. Treat as Crew
Units.
See (G9.0) in the SFB Basic Set for rules on Crew Units.
POWER DISTRIBUTOR (PD)
Distributes power on ships from the region of the Computer-Empire.
Destruction of this system results in the loss of Energy Allocation
for
everything except movement.
Destroyed on the very last "Bridge" hit.
OSMOTIC ARMOUR (O-ARM)
Absorbs energy from weapon systems. For each weapon hit,
this system
absorbs power from weapons that strike the ship. Treat as
normal Armour in
other respects. Use this table to determine how much energy
is absorbed:
OSMOTIC ARMOUR TABLE
Range
0-5 6-10 11-15 16-20
Energy Absorbed E-1 E-3 E/2
E/3
where E is the total energy cost of the weapon fired.
TARGETING COMPUTER
The system the Light Of Doom uses to select targets. If this
is destroyed,
the Light Of Doom loses its ability to lock on to and fire at targets.
Destroyed on "Auxiliary Control" hits.
AUTODEFENSE DEVICE
The system the Light Of Doom uses to defend against intruders.
Takes three
'casualty points' to overcome. If a Boarding Party becomes
active on the
Light Of Doom, use the following table:
Die Roll Result
1-2 Boarding Party is stunned until
this impulse next turn
3-4 Boarding Party is transported
back to the ship from which it came
5-6 Boarding Party remains active
Destroyed on "Flag Bridge" hits.
BUBBLE SHIELD RULE MODIFICATIONS
(Modified GTJG6.1) This shield is not impenetrable, just very strong.
(Modified GTJG6.2) ENERGY: The Bubble Shield now costs 4 units
of energy to
activate.
DEACTIVATION: The Bubble Shield can be knocked down by either ramming,
impact with a unit of size 4 or larger, or impact with a planet,
asteroid,
black hole or star.
STINKY FOOD UNITS (Adapted from the Yaka Merchant Cruiser rules)
These are used on Yakashuttles or along with boarding parties.
Each Stinky
Food Unit causes 3 enemy boarding parties to spontaneously surrender.
5
Stinky Food Units can be transported with one transporter action.
ALP Boarding Parties are immune to these.
REPEL
Twice per turn, a REPEL box can attempt to stop an incoming Direct-Fire
or
Seeking weapon.
A die is rolled when making an attempt: if the die roll is 1-3,
the attempt
is successful and the weapon does not hit. If the die roll
is 4-6, the
attempt is unsuccessful and the weapon hits.
Energy cost: 1/2 per attempt. Destroyed on: Lab. Availability:
Kalkli.
BPV: 7
SEMI-CLOAK
Acts as a Cloaking Device, except:
To remain fully cloaked, a Semi-Cloaked ship cannot move or fire
weapons.
If a Semi-Cloaked ship moves, other ships will know its location
and
direction, and can gain a weapons lock with Range +2.
Stopped ships (at speed 0) under Semi-Cloak have their position
and
direction recorded, and their counters removed from the board.
To engage Semi-Cloak, a ship must pay 10 energy. Availability:
Kalkli.
BPV: 10.
REPRODUCING COMPUTER SHIPS; FAB and WORKS
FAB (fabrication devices) and WORKS (mining equipment) appear on
Computer
ships when the ship is ready to 'reproduce', i.e. build another
ship. This
procedure consists of building on lots of new pods and pod connections,
then breaking them off of the original hull components.
COMPUTER SHIP POD CONNECTIONS
Connections between the hull pods of a Computer ship can now vary.
A connection with nothing in it permanently fastens two pods together.
A black connection box with a white triangle in it is an 'expansion
port'
where a new pod can be attached or built.
A white connection box with a black triangle in it is a 'breakaway'
connection where a pod has been constructed and can seperate as
part of a
new ship.
Connection boxes are not destroyed in combat and do not affect
BPV.
SPARE PART (SP)
During a scenario, a Spare Part box can 'emulate' one box of any
system
that is damaged. This lasts until the damaged system is repaired.
Spare Part boxes are destroyed on the same hits as the systems
they are
emulating. For example, if a Spare Part box is emulating
a LAB, then it
will be destroyed on 'Lab' hits.
Availability: Computer. BPV: 10
HTJG0.0 - POWER
---------------
(HTJG1.0) RUTAN ENGINE DOUBLING
(HTJG1.1) This system enables a Rutan ship to:
(HTJG1.11) halve its movement cost, although at a cost of an increased
turn
mode. The increased turn mode is shown on the Rutan ship's
SSD.
(HTJG1.12) double the firing rate of all weapons.
(HTJG1.13) "bolt" (CTJG1.0) up to four times per turn.
(HTJG1.2) A Rutan player would declare if he or she is using Rutan
Engine
Doubling during the Energy Allocation Phase of a turn.
ENHANCED WARP REACTORS (A2WR)
These are labeled on SSDs as A2WR. They are treated as AWRs
(Auxiliary
Warp Reactors) except that each box produces 2 points of power.
ENHANCED WARP ENGINES (WARP-2)
These are labeled on SSDs as L/R/C WARP-2. They are treated
as normal Warp
engines except that each box produces 2 points of power.
ANTIMATTER CONTAINMENT SYSTEMS
Errevin ships must pay 1 point of power per turn to keep their
antimatter
containment systems online. If this power is not allocated,
all antimatter
aboard ship loses containment and the ship is destroyed.
JTJG0.0 - SHUTTLES
------------------
ALP YAKASHUTTLE
Yakashuttles operate by the following procedure:
When a Yakashuttle is released, it will pursue (as a seeking weapon)
its
target at a speed of 10 until it reaches the target's hex.
Upon entering
the target's hex, it will dock onto the target (even if the target
is
unwilling) and unload 6 Stinky Food Units into it. The presence
of a
Yakashuttle adds 3 to the effective range of all weapons fired
by the
attached ship and doubles its turn mode. When a ship with
a Yakashuttle
attached decides to turn, it has a 50% chance of going in the opposite
direction to the direction intended. It is treated as a shuttle
in all
other respects.
Yakashuttles are identified by the word "YAKA" in the NOTES cell
in the
Shuttlecraft header and the letter "Y" in their box.
JOSHADAN SCIENTIFIC INVESTIGATION SHUTTLES
These are treated as fighters, except that they carry no weapons.
They
instead have 1 Special Sensor and 7 Labs. They have a speed
of 16 and can
bolt 3 hexes.
RTJG0.0 - RACES, BACKGROUND
---------------------------
(See the Ship Reference Document for ships.)
(RTJG1.0) THE JOSHADAN ALLIANCE
The Joshadans are patriotic and idealistic, in addition to being
peaceful.
They are allied with the Errevins, whom they once fought a short
war with
(actually a Rutan ruse). The Joshadan motto is 'Calkh Fisor
Ganoli'
(Ensure Human Rights). They use many different types of weapons,
in
addition to several new types of shields; the Deflector shield,
the Steel
shield, and the impenetrable Bubble shield.
Joshadan counters are red on a light blue background.
(RTJG2.0) THE REPUBLIC OF ERREVIN
The Errevins, former enemies and longtime allies of the Joshadans,
are
descended from the Lagogny and Kalkli nations on their planet,
Natara.
They are peaceful and scientifically minded, and it is only with
great
reluctance that they adapted their ships for war; primarily, defense.
Some Errevin captains will fire on any ship that starts an unprovoked
attack. The crews of Errevin ships are made up of Errevins,
Lagogny,
Kalklis, and sometimes a few Joshadans.
Errevin counters are blue on a green background.
(RTJG3.0) THE RUTAN STAR SYSTEM
The Rutans are from a Joshadan colony world which has since lost
touch with
the home system. When the Joshadans came to check on their
'lost colony',
the Rutans, developing under harsh conditions, believed the exploratory
mission was a prelude to invasion and tried to fight back.
The Rutans should NOT be portrayed as faceless hostiles; they are
a rather
paranoid people who believe that the Joshadan Alliance is out to
get them.
They would view the Light Of Doom as a weapon that the Joshadans
and
Errevins might replicate to use against them.
Rutan counters are purple on a black background.
(RTJG4.0) THE ALP REPUBLIC
The ALP Republic occupy a section of space somewhere beyond the
Rutans and
can be best described as erratic. They have built their ships
to disable
or destroy any threat. They employ Gatling versions of the
Phaser-1 and
Phaser-3, plus Disruptors, C-drones, and ESGs. They developed
the powerful
Fireball torpedoes, seeking weapons which explode close to their
targets
and scatter damage in a radius of 4 hexes. They also use
the
tongue-in-cheek Yakashuttle, which is based on a concept created
by a
little-known member planet in the Joshadan Alliance.
ALP counters are light blue on a brown background.
(RTJG5.0) THE LIZMARAINIAN SECLUSION
This rule number has been reserved for the Lizmarainian Seclusion,
an enemy
of the Errevins. There are no ships designed for the Lizmarainians
so far.
(RTJG6.0) THE COMPUTER EMPIRE (MANIXO, KARRONA, SURPRAN)
These three planets are the most notable centres of an empire of
machines
thought to rule half the galaxy.
The prime battle tactics of the Computer ships are:
1. Start by attacking the most immediate threat and work
down toward the
smallest.
2. Use the strongest weapons on the weakest shield (Hence
their use of
the Hellebore torpedo. This ties
into Tactic #3.)
3. Use the Mizia Tactic whenever possible.
4. Be logical.
The Computer ships have been given and operate under the following
directives:
1. Explore the galaxy.
2. Deal with threats to the accomplishment of Directive
#1 in the manner
judged to be most appropriate.
3. Deal with threats to yourself in the manner judged to
be most
appropriate.
4. Deal with threats to your allies in the manner judged
to be most
appropriate.
5. When possible, enhance yourself.
6. When possible, build new ships.
7. Obey any further instructions or directives given by
the 'Makers'.
(RTJG8.0) THE MAKERS
(Data to be released in the Beyond Manixo campaign.)
(STJG0.0) - SCENARIOS
---------------------
JOSHADAN OPTION MOUNTS
In the Beyond Manixo campaign, the Joshada has been refitted with
Option
Mounts in its side pods. Between scenarios, any of the systems
listed
below may be installed in these. The crew will have a 'resource
base'
of 20 BPV points to spend on refitting; the total cost of the installed
systems may not exceed the resource base. Uninstalling a
system in the
Option Mounts will add the cost of the system being uninstalled
to the
resource base. (In short, these are treated somewhat like
Rutan Option
Mounts)
LIST OF SYSTEMS AVAILABLE TO THE JOSHADA'S OPTION MOUNTS
SYSTEM
ABBREV. COST NOTES
Antimatter Torpedo Tube AMT
0.8 *
Disruptor
DISR 1.6
Drone-B
DRN 2
Fireball Torpedo
FBT 2.8 Only if one is
available from the ALPs.
Fusion Beam
FUS 0.8
Grappler
GRAP 0.6
Hellebore Cannon
HB 3.2 Only if one
is captured from the Computers.
Holo-Laser
HL 2
Impulse
IMP 1.2
Lab
LAB 0.8
Particle Beam
PART 2 *
Phaser-1
PH-1 0.8
Phaser-1G
PH-1G 3.2 Only if one is available
from the ALPs.
Phaser-2
PH-2 0.6
Phaser-3
PH-3 0.4
Phaser-D
PH-D 1.6 Only if one is captured
from the Computers.
Phaser-G
PH-G 1.2 Only if one is available
from the ALPs or
Photon Torpedo
PHOT 2 captured from
the Computers.
Plasma-D
PL-DL 1.2
Plasma-G
PL-G 4
Plasma-S
PL-S 6
Prb Launcher w/5 Probes PRB
0.6
Special Scanner
SCAN 8
Special Sensor
SEN 4
Tractor Beam
TRAC 0.6
* In the case of Errevin weapons, an Errevin ship must be present
to help
the crew build one. In the case of Antimatter Torpedoes,
the Errevins must
also load a number of torpedoes into the Joshada's CARGO spaces.
As an
Antimatter Torpedo-carrying ship, the Joshada will then be vulnerable
to
the same weaknesses as Errevins (i.e. extra damage when torpedo-carrying
spaces are destroyed, loss of antimatter containment, etc.)
LIST OF SYSTEMS AVAILABLE TO RUTAN OPTION MOUNTS
SYSTEM
ABBREV. COST
Aft Hull
A HULL 0.4
AM Manufacturing Device* AMMD 3.2
Antimatter Torpedo Tube* AMT
0.8
Aux Impulse Reactor AIR
1
Aux Power Reactor APR
0.8
Aux Warp Reactor
AWR 1.2
Battery
BTTY 0.6
Bubble Shield*
N/A 16
Cargo
CARGO 0.6
Centre Hull
C HULL 0.6
Deflector Shield* N/A
16
Disruptor
DISR 1.6
Drone-A
DRN 1.6
Drone-B
DRN 2
Drone-C
DRN 2
Exp. Sphere Generator ESG
3.2
Fighter Bay
FTR 0.8
Ftr Bay + Launch Tube FTR
1
Fireball Torpedo* FBT
2.8
Forward Hull
F HULL 0.4
Fusion Beam
FUS 0.8
Grappler
GRAP 0.6
Hellebore Cannon
HB 3.2
Holo-Laser*
HL 2
Impulse
IMP 1.2
Lab
LAB 0.8
Particle Beam*
PART 2
Phaser-1
PH-1 0.8
Phaser-1G*
PH-1G 3.2
Phaser-2
PH-2 0.6
Phaser-3
PH-3 0.4
Phaser-D
PH-D 1.6
Phaser-G
PH-G 1.2
Photon Torpedo*
PHOT 2
Plasma-D
PL-DL 1.2
Plasma-G
PL-G 4
Plasma-S*
PL-S 6
Prb Launcher w/5 Probes PRB
0.6
Rear Hull
R HULL 0.4
Security Station
SCTY 0.8
Shuttle Bay
SHTL 0.8
Special Scanner
SCAN 8
Special Sensor
SEN 4
Tractor Beam
TRAC 0.6
Transporter
TRAN 0.6
Yaka
YAKA 0
*Only if one of these has been captured.